This Overwatch 2 to Quake sensitivity converter takes the sensitivity you use in Overwatch 2 and returns the Quake value that produces the same physical turn — the same cm/360 — on the same mouse DPI. Overwatch 2 runs on a yaw of 0.0066 degrees per count and Quake on 0.022, so the number changes even though your arm movement does not. Example: Overwatch 2 5.0 at 800 DPI is 34.64 cm per full turn; the matching Quake value is 1.50.
5.0 × (0.0066 / 0.022) = 1.50. Set Quake to 1.50 and both games compute to about 34.64 cm per 360.Both games turn your view by a fixed number of degrees for every count the mouse sends, scaled by the sensitivity value you type in. That per-count constant is the yaw: Overwatch 2 uses 0.0066, Quake uses 0.022. Your DPI stays the same, so the only thing that has to change is the in-game number.
cm/360 = (2.54 × 360) / (DPI × sensitivity × yaw)Overwatch 2 sens × 0.0066 = Quake sens × 0.022Quake sens = Overwatch 2 sens × (0.0066 / 0.022) = Overwatch 2 sens × 0.3The multiplier is 0.3, so every Overwatch 2 value becomes a smaller number in Quake. The turn itself does not change: Quake moves more degrees per count, so it needs a smaller multiplier for the same cm/360.
Eight common Overwatch 2 values, the Quake value that matches each one, and the shared cm/360 at three DPI settings. Every row is computed with the formula above; the cm/360 columns are the same for both games by construction, because that is the quantity the conversion preserves.
| Overwatch 2 sens | Quake sens | cm/360 at 400 DPI | cm/360 at 800 DPI | cm/360 at 1600 DPI |
|---|---|---|---|---|
| 3 | 0.90 | 115.45 cm | 57.73 cm | 28.86 cm |
| 4 | 1.20 | 86.59 cm | 43.30 cm | 21.65 cm |
| 5 | 1.50 | 69.27 cm | 34.64 cm | 17.32 cm |
| 6 | 1.80 | 57.73 cm | 28.86 cm | 14.43 cm |
| 7 | 2.10 | 49.48 cm | 24.74 cm | 12.37 cm |
| 8 | 2.40 | 43.30 cm | 21.65 cm | 10.82 cm |
| 9 | 2.70 | 38.48 cm | 19.24 cm | 9.62 cm |
| 10 | 3.00 | 34.64 cm | 17.32 cm | 8.66 cm |
Overwatch 2 stores mouse sensitivity under Options > Controls > General. The sensitivity slider ranges from 1.00 to 100.00 with two-decimal granularity. Like VALORANT, OW2 uses a fixed 103-degree horizontal FOV that cannot be changed, removing one variable from cross-game conversions.
Heroes with scoped or zoomed abilities — Widowmaker, Ashe, Ana — have a separate Relative Aim Sensitivity While Zoomed slider (0%-100%) found in each hero's individual control section. At 100% the underlying sensitivity is unchanged, but the zoom FOV reduction still makes the view feel slower. There is also a High Precision Mouse Input toggle in gameplay settings; enabling it feeds sub-pixel data to the engine and can eliminate micro-stuttering in aim.
Quake Champions gives you direct control over sensitivity as a raw decimal value with no hard upper limit, accessible under Settings > Controls > Mouse. The engine also exposes a Mouse Yaw variable (horizontal coefficient, defaulting to 0.022) and a matching Mouse Pitch for vertical. Most players leave yaw and pitch at defaults and only adjust the main sensitivity number, but the option exists for asymmetric tuning.
FOV in Quake Champions ranges from 80 to 130, and the game is typically played at the higher end of that range. Because the FOV range is significantly wider than most tactical shooters, converting from a game like VALORANT (fixed 103) or Siege (max 90) requires careful FOV-aware calculation. Simply matching cm/360 at different FOVs will feel wrong because the angular size of targets changes dramatically between 90 and 120.
| Game | Setting | Menu range |
|---|---|---|
| Overwatch 2 | Sensitivity 1.00 - 100.00 | 1 to 100 |
| Quake | Sensitivity (decimal, no fixed cap); Mouse Yaw default 0.022 | no fixed cap |
Of the eight Overwatch 2 values in the table above, 8 convert to a Quake value inside its menu range. If yours lands outside, keep the cm/360 and move DPI: half the DPI needs double the value, double the DPI needs half.
The reverse direction uses the inverted ratio 0.022 / 0.0066 = 3.333. Quake 1.5 becomes Overwatch 2 5.00, and both sit at 34.64 cm/360 at 800 DPI. The Quake to Overwatch 2 converter has its own prefilled tool and table.
Keep your DPI the same and multiply your Overwatch 2 value by 0.0066 / 0.022 = 0.3. Example: Overwatch 2 5.0 becomes Quake 1.50; at 800 DPI both give 34.64 cm per 360-degree turn. The tool above does this and prints both cm/360 values so you can check they match.
No. Overwatch 2 uses 0.0066 and Quake uses 0.022 degrees per count, so the same number turns your view faster in Quake: Overwatch 2 5.0 at 800 DPI is 34.64 cm/360, while Quake 5.0 is 10.39 cm/360. The matching Quake value is 1.50.
No. Overwatch 2 locks horizontal FOV at 103 degrees for all players. This means your cm/360 depends only on DPI and the in-game sensitivity value.
Per-hero. Each hero with a zoom ability has their own Relative Aim Sensitivity While Zoomed slider, so you need to set or convert them individually.
The two games use different yaw constants. Even though both have a 103-degree FOV, the same numeric sensitivity value produces a different cm/360 in each title. Use a converter to translate the value correctly.
There is no hard cap. You can enter any positive decimal. The practical range depends on your DPI and how much mousepad space you have.
Yes, both default to 0.022. If you also match FOV, your cm/360 transfers directly by copying the sensitivity number.
At 130 FOV, more of the world is displayed on screen, so each degree of rotation covers fewer pixels. The actual cm/360 may be identical, but targets move across your screen faster, creating the illusion of higher sensitivity. A FOV-aware converter can compensate for this perceptual difference.